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Viewing 30 posts - 901 through 930 (of 966 total)
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  • #10663
    Skelebone
    Participant

    I’ve been playing Assassin’s Creed 4: Black Flag recently, and I wanted to create a ship and crew based on it, so here’s what I’ve come up with.

    Relevant Keywords: Assassin: +1 to all boarding rolls. After a successful boarding party, roll a d6. On a 5 or a 6, eliminate the crew with the highest point cost.

    Brig: This ship gets +1 to all ramming rolls.

    Jackdaw

    Cost: 13

    Affiliation: Pirate

    Masts: 3

    Cannons: 3S, 2L, 3S

    Cargo: 4

    Movement: S+S

    Ability: Brig. Cannot be boarded.

    Link: Edward Kenway

    Flavor Text: Originally the Spanish brig El Dorado, she was stolen from a treasure fleet in the middle of a hurricane by the pirate Edward Kenway and rechristened the Jackdaw.

     

    Edward Kenway

    Cost: 7

    Ability: Assassin. Any nationality crew can use their abilities on any ship in this fleet. Acts as a helmsman.

    Link: Jackdaw (takes up no cargo space)

    Flavor Text: Once a privateer for the Royal Navy, Kenway soon turned to a life of piracy after the Navy no longer wanted him.

     

    I don’t know if this is too overpowered or not, but I tried to make the abilities similar to the game.

    #10664
    Xerecs
    Moderator

    Seems okay, but I think the wording and language for the ability need to be cleared up. Simply saying “Cannot be boarded” is rather vague. I would recommend changing the wording to: This ship cannot be boarded unless she initiates the boarding attempt.

    Any nationality crew can use their abilities on any ship in this fleet.

    Does this mean that a Jade crew would be able to use their abilities on another pirate ship if Kenway was in the same fleet? If it does, then this is far too powerful.

    Does the second half of Assassin happen in addition to, or instead of the usual result? If it’s in addition to, I could see the keyword being worth about 5 points, since +1 to boarding rolls is about 2.

    Acts as a helmsman.

    Does this mean that he has the helmsman ability, or does it mean something else?

    #10665
    Skelebone
    Participant

    Seems okay, but I think the wording and language for the ability need to be cleared up. Simply saying “Cannot be boarded” is rather vague.

    Thanks, I’ll be sure to edit it.

    Does this mean that a Jade crew would be able to use their abilities on another pirate ship if Kenway was in the same fleet? If it does, then this is far too powerful.

    Yeah, that was the original intent, but your right, that is too powerful. I’m going to change it to just the ship itself.

    Does the second half of Assassin happen in addition to, or instead of the usual result? If it’s in addition to, I could see the keyword being worth about 5 points, since +1 to boarding rolls is about 2.

    In addition to, and 5 points for the keyword was my thinking aswell

    Does this mean that he has the helmsman ability, or does it mean something else?

    Yes, he has the helmsman ability, however I’m considering removing that line.

    • This reply was modified 4 months, 2 weeks ago by Skelebone.
    #10667
    Xerecs
    Moderator

    It’s fine for him to keep the helmsman ability, just use either the keyword Helmsman or This ship gets +S to her base move.

    With the proposed edits, Kenway seems to be coming out to about 10 points. Assassin=5, Crew of any nationality may use their abilities on this ship=3, Helmsman=2.

    #10668
    Woelf
    Moderator

    @JonathanBowen

    I can see what you mean about Axiom’s ability as breakable. I’ve written up a possible edit for her second ability though

    1. Once per turn, if this is at her cargo limit, and you can draw a straight line to her Home Island, you may eliminate one of this ship’s crew. If you do, she gets +S+S to her base move, but can only be given move actions along that line. These conditions will reset when she reaches her Home Island.

    Took some inspiration from Jack’s Compass (DPoC) for the ability, but it still might not keep her from breaking territory. What do you think of this alternate ability?

    With it not being an instant effect like the Compass, the “straight line” requirement will be problematic. An enemy ship (or even a friendly) could stop on that line to block some or all of the ship’s movement, and harmful terrain could be dropped (or moved) onto the line as well from various effects. Things get really weird if any of the islands in play are Great Turtles (or Bad Maps pops up), because they could shift the line so that it crosses directly over an island.

    Then there are cancelers… you’ll have to decide if the effect remains “locked” once set (similar to the Davy Jones Kraken boost), or if targeting it will break the line, allowing the ship to go elsewhere (minus the movement bonus).

    #10672
    Skelebone
    Participant

    Hot Air Balloons

    Basically a support unit like native canoes. Destroyed in one shot, no firepower. Must be towed behind a ship, but doesn’t reduce the ship’s speed (unless the ship’s base move is three movements, then it will go down to its first two). It would give the ship towing it +1 to its cannon rolls unless it’s already a 2. You could also choose to roll a d6, and on a 5 or a 6 you would increase an S-range cannon to an L-range cannon. Not sure about point cost yet, but one ‘card’ so-to-speak would contain 2.

    • This reply was modified 4 months, 2 weeks ago by Skelebone.
    #10674
    Xerecs
    Moderator

    Nifty idea, kind of reminds me of a flotilla, but much better. I think occasionally increasing a ships range would be better than giving a general +1 to cannon rolls. Wording would look like: Once per turn roll a d6. On a result of 5-6 choose one of this ships S range cannons, that cannon has L range for this turn.

    #10679
    Woelf
    Moderator

    @Skelebone

    Hot Air Balloons

    Basically a support unit like native canoes. Destroyed in one shot, no firepower. Must be towed behind a ship, but doesn’t reduce the ship’s speed (unless the ship’s base move is three movements, then it will go down to its first two). It would give the ship towing it +1 to its cannon rolls unless it’s already a 2. You could also choose to roll a d6, and on a 5 or a 6 you would increase an S-range cannon to an L-range cannon. Not sure about point cost yet, but one ‘card’ so-to-speak would contain 2.

    If it’s always going to be attached to a ship and has no use on its own, this would make more sense as Equipment.
    It could take up no cargo space when revealed (deployed).

    #10682
    Skelebone
    Participant

    If it’s always going to be attached to a ship and has no use on its own, this would make more sense as Equipment.

    It could take up no cargo space when revealed (deployed).

    I’m thinking it could also be “detached” and give it’s effects to whichever ship is closest.

     

    Another ship from my Pirates of the Baltic Sea custom set, based on Mysterious Islands 028 Prussian Crown:

    Schultzie

    Cost: 23

    Affiliation: Germany

    Masts: 5

    Cannons: 2S-3L-3L-3L-2S

    Cargo: 4

    Movement: S+S

    Ability: This ship eliminates two masts with one hit. If this ship has a captain crew, she gets +1 to her cannon and boarding rolls.

    Flavor Text: After being recaptured from pirates by the Black Baron himself, the Schultzie was refitted to become one of the German Navy’s fiercest ships.

    #10683
    Xerecs
    Moderator

    That is a good ship. The abilities complement one another nicely, and she’s decently quick for a fiver as well. If you want to keep her abilities more or less the same, then her point cost would need to go up, maybe to 26 points.

    #10684
    Jonathan Bowen
    Participant

    @Woelf:

    I was thinking, for the Axiom, that I might just change her ability to be a speed boost on that one turn. It’ll just make it easier all around, while still maintaining a similarity to the original draft idea.

    I have once again fallen behind on posts; so double today!
    Coming at you now are the first French pieces of Eldest Seas

    Relevant Keywords

    Nephilim: If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S.

    S-Board: Once per turn, this ship may initiate a boarding party from within S away from an enemy ship without ramming. The boarded ship may not use any boarding bonuses.

    1. Sebastian Verlac
    Points: 8
    Ability: Nephilim. Black Mark. S-Board.
    Link: Verlac

    Flavor: An outcast in his own family, Sebastian Verlac found friends on the other side of life. Now in command of his family’s ship, he has no real loyalty to Jace Herondale, and plans to make that clear.

    2. Verlac
    Points: 15
    Masts: 4
    Cannons: 4S, 3S, 3S, 4S
    Cargo: 3
    Base Move: L
    Ability: Nephilim. Cursed ships get +1 to their cannon rolls against this ship.
    Link: Sebastian Verlac

    Flavor: Passed down from father to son, the Verlac is a private galleon owned by the Verlac family. Now under the command of the family’s youngest son, loyalty to Herondale will be tested by Sebastian’s ties to the unnatural.

    3. Penhallow
    Points: 18
    Masts: 4
    Cannons: 3S, 3S, 3S, 3S
    Cargo: 4
    Base Move: S+S
    Ability: Nephilim.

    Flavor: The captain of the Penhallow is a distant relative of the Verlac family, and as such, has been asked to keep a close eye on the family heir, Sebastian. Loyal to both family and Herondale, the Penhallow’s crew will do what is needed to complete this task.

    4. Feu de Neige
    Points: 14
    Masts: 3
    Cannons: 2S, 2L, 2S
    Cargo: 2
    Base Move: L+S
    Ability: This ship gets +1 to her cannon rolls against The Cursed.

    Flavor: Named for a legendary stallion, the Snowfire is crewed by men whose lives have been ruined or damaged by The Cursed Empire. Their hatred and desire for revenge makes her a force to be reckoned with.

    It’s not that exciting, but it’s a start.
    Let me know what you think of these pieces! Leave your comments, questions, and concerns, and I’ll try to get back to you as soon as I can!

    Until next post;
    -J. W. Darkhurst

    #10685
    Xerecs
    Moderator

    These are all interesting, though I think the Feu could come down one or two points. She’s a great midsize gunship.

    #10692
    Jonathan Bowen
    Participant

    Hello again, all
    I have brought the next two French pieces from Eldest Seas!
    This will be short and to the point because I’m awake at *insert post time* and I probably need sleep

    Keywords

    Armed Merchant: Once per turn, as a free action, one of this ship’s canons may shoot at one enemy target in range. This shot cannot have its range or rank increased. (A captain crew is not needed for this action)

    +2 Gold Bonus: One of this ship’s treasures is worth +2 gold when unloaded at your home island.

    Nephilim: If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S

    5. Force de Commerce
    Points: 20
    Masts: 5
    Cannons: 4S, 4S, 4S, 4S, 4S
    Cargo: 7
    Base Move: L
    Ability: Armed Merchant. +2 Gold Bonus. This ship ignores the first hit she takes each turn so long as she has all of her masts.

    Flavor: A massive merchant vessel, the Force de Commerce is one of France’s most prestigious merchant ships. It is considered an honor by many sailors to serve aboard her.

    6. Seigneur des Ombres
    Points: 18
    Masts: 5
    Cannons: 2S,2S,3L,3L,3L
    Cargo: 4
    Base Move: L
    Ability: Nephilim. This ship gets +1 to boarding rolls.

    Flavor: Sent to the French as a symbol of peace, the “Lord of Shadows” was built by Herondale’s best craftsmen. Her crew has been specially trained to be efficient and effective when boarding unnatural ships.

    Woo, that’s two more down!
    Tell me y’all’s thoughts on these 5-ers; I’ll respond to feedback as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10700
    Jonathan Bowen
    Participant

    Alright, I’m back again, and this time I’m not about to pass out from sleep deprivation.
    So let’s get into the next couple of French pieces from Eldest Seas!

    Relevant Keywords

    Sniper: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.

    Privateer: This piece may use its abilities on any ship, but it gains the Loyal: X keyword for its flag faction.

    Reroll: Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result

    7. Suprématie
    Points: 30
    Masts: 5
    Cannons: 2L, 2L, 2L, 2L, 2L
    Cargo: 5
    Base Move: S
    Ability: Sniper. This ship may move S as a free action after sinking another ship

    Flavor: The Suprématie is the ultimate display of French power on the seas. With superior cannons and combat techniques, she is certain to be the victor of any battle.

    8. Laurence de Coquin
    Points: 8
    Ability: Privateer. Captain. Reroll.

    Flavor: A few steps removed from a pirate, Laurence has little personal loyalty to France. Instead, he utilizes his skill set to the advantage of whoever makes him richer.

    And that’s the next two down. Yes the French have three fivers in Eldest Seas; that’s just how it be sometimes. But anyway! Let me know what y’all think of these two! Leave your comments, questions, and concerns, and I’ll get back to you as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10701
    Xerecs
    Moderator

    Suprematie is already pretty good, so I don’t think she needs improving…..but I would like to see her go from S to L speed. 😀

    #10742
    Ben
    Keymaster

    Time to respond to 3 months’ worth of posts in this thread!  XD

    @JW Darkhurst: Thank you for the feedback!

    I like the Garroway and Luke Gray.  Morgenstern sounds like she’s in a pretty messed up situation… maybe the Loa can get involved somehow.  😉

    Besides I think the last line of his ability text prevents any kind of use on non-Corsair ships.

    Indeed, the “can only use their abilities on _ ships” is supposed to override the “Free Ride” ability of Anamaria and others.

    The USS Breach is an experimental vessel with extra gun ports built lower into her hull meant to target submersibles.

    Sounds ripe for a foundering.  Let’s hope she doesn’t encounter heavy seas or sudden changes in wind direction.  It would be interesting to give a negative “weather” ability, such as -1 to her storm rolls.  Or, perhaps on turns after she shoots at a submerged vessel, she sinks when her last mast is eliminated.  All I can say is that “experiment” would not turn out well in real life, as has been documented by history.

    I like the new Repeating Guns better.  What if a 4 master has 2 guns in range?  Can they use the ability or do they need all guns to be in range as well?

    I like the Subjugator at 20 points.  I would put Jacob Raines at 5 points since I like Marine at 4.

    I agree with Xerecs that the Lucrehulk could be S speed, and I like his alternate ability for the Resurgent.

    USS Democracy reminds me of a few of my 4-5 mast ships from Epic Seas.  The Castaway would be fine at 6 points.  For the Axiom, I would simply not recommend the “line to HI” thing – keeping track of that would be obnoxious and hard to remember.

    The Verlac seems pretty inept to me.  I’d be fine with her being test at about 13 points.  I’m the type of custom creator who might put the Force de Commerce at more than 20 points, maybe 22 or 23.  Though, for all I know I may have a similar custom that is just as good.  XD  I like the “Lord of Shadows”.

    For 30 points I’m shocked by how underwhelming the Suprématie looks – neither of her abilities are particularly useful or expensive.  If you keep her as-is, I think 21 points might work. (maybe that is too low haha and I’m just rusty)  With L speed perhaps 23-24 points?  Maybe I’m missing something, but I feel like their Ville de Paris from CC is pretty much as good of a ship.


    @Xerecs
    : Wow, that Carrier idea is wild and interesting.  I like it more than I thought I would, especially since native canoes could actually be disassembled aboard a large ship and stored below decks.

    It doesn’t seem particularly OP or anything, aside from it allowing for weird non-thematic situations where a ship (or string of ships) would keep loading and unloading the canoes in a chain of some sort.

    Oh boy Xerecs, more chaining to experiment with!  ;P

    I’m creating a new set, called Pirates of the Baltic Sea. It will add Sweden and Russia, as well as a Germany that has united about 100 or so years earlier than in our time line (and has a stronger navy).

    @Skelebone: Fantastic!  Will it be entirely based on history?

    Yacht: +1 to all shooting rolls against pirates. If the ship isn’t carrying any treasure or crew, it has an extra S movement.

    I HIGHLY recommend using wording as close as possible to Wizkids’ abilities.  In which case Yacht would look like this: “This ship gets +1 to her cannon rolls against the Pirates.*  If this ship is not carrying any treasure or crew, she gets +S to her base move.”

    *Since I’m assuming it would apply against forts and Marines, not just ships.

    The ship looks fair for gameplay!

    Assassin: +1 to all boarding rolls. After a successful boarding party, roll a d6. On a 5 or a 6, eliminate the crew with the highest point cost.

    Again, I recommend cleaning this up to avoid confusion.  For example, I assume the crew with the highest point cost has to come from the losing ship?

    I don’t like the Brig keyword because the brigs I know about have 2 masts.  It sounds like a ship-type keyword that should only be used on square-rigged 2 masters.

    Hot Air Balloons

    Not something I’ll ever want to see in an Age of Sail game, but maybe that’s just me.

    I agree that the Schultzie should be more expensive.


    @Woelf
    : Thank you as always for providing your incredible insight into the game.  Even though you do not play Pirates as much as you used to, you’re still able to ask questions that other people never seem to think of, which provides additional clarity for how abilities should work.  I’ve only been out of the loop a few months and I feel a little rusty.  XD

    ~~~~~

    Might as well post a few “new” ones of my own then!

    Hades’ Crisis
    Type: Ship
    Faction Affiliation: The Cursed
    Rarity: R
    Point Value: 18
    Number of Masts: 4
    Cargo Space: 5
    Base Move: L
    Cannons: 4L-3S-4S-4L
    Ability: Galley. Fear. Fire Shot.* If this ship is not assigned cargo, she gets +L to her base move. If this ship is assigned at least 5 crew, she gets +1 to her cannon rolls.
    *Fire Shot: Once per turn when this ship is given a shoot action, one of her cannons can shoot a fire shot. Declare which cannon will shoot the fire shot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. If the cannon roll is a 1, eliminate Fire Shot from the game and replace one of this ship’s masts with a fire mast.

    Flavor text: This legendary ship from Hell is feared to be more than just a myth. She presents a conundrum – fast when used as a basic resource ferry, but deadly when crewed with fiends of the devil.

    Devil’s Rage
    Type: Ship
    Faction Affiliation: The Cursed
    Rarity: C
    Point Value: 13
    Number of Masts: 2
    Cargo Space: 2
    Base Move: S+S
    Cannons: 2L-2L
    Ability: Longship. This ship may use equipment with “shot” in the name from outside the game for any of her cannon shots, even if that equipment is not assigned to this ship.

    Flavor text: Putting up an incredible barrage of deadly projectiles at the nearest sign of humanity, the Devil’s Rage is one of the fiercest small warships afloat.

    Julonia Kintelis (not my artwork!)
    Julonia Kintelis
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 10
    Ability: Ex-Patriot. Captain. Stinkpot Specialist. If a sea monster begins its move within L of this ship, it gets +L to its base move.

    Flavor text: After abandoning her French name and ancestry, this determined sailor set out for a life of her own. Finding employment as a mercenary, she knows how to pilot a ship and shut down the crew of an enemy ship. Lately she found she has a strange connection to underwater beasts of the sea.

    Here’s an experiment:
    Flaming Archers
    Type: Crew
    Faction Affiliation: Neutral (these are generic crew that can use their abilities on ships of any nationality)
    Rarity: C
    Point Value: 1
    Ability: These crew can use their abilities on any ship and are not subject to the No-Duplicates rule or the No-Stacking rule. This ship gains one 4S cannon that can’t have its range or rank increased. It can shoot from any mast (even an eliminated mast). When the cannon hits, replace of the enemy ship’s masts with a fire mast.

    Flavor text: Taking inspiration from a bygone age, these archers occasionally live up to their billing as an effective way of setting an enemy’s rigging alight.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    #10773
    Skelebone
    Participant

    Fantastic! Will it be entirely based on history?

    @Ben

    Not quite historical so much as more realistic than say Ocean’s Edge. There will be some ships/crew that are fictitious, while still being well within the realm of possibility. Also, just for a bit of fun and flavor, the Swedes will be getting a long ship or two, perhaps one for Germany to fill out their ranks. There will also be a decent number of ships across the set that never truly existed, but are certainly believable

    mostly separate from the set I’m also going to give each new faction a couple of ‘fantasy’ ships (like sea monsters or windcatchers)  just for a bit of fun

    I’ll be sure to clarify, but Yacht is meant to only have bonuses against ships, as the keyword is meant to indicate a small, fast, pirate (ship) hunter.

    I HIGHLY recommend using wording as close as possible to Wizkids’ abilities.

    the wording on everything is mostly WIP, I plan on going back and editing everything later on to be more akin to WizKids’

    I don’t like the Brig keyword because the brigs I know about have 2 masts.

    The Brig keyword was a bit of compromise, as the in-game ship better resembles (at least in my opinion) the 2-leveled 3 mast ship type, but they call it a brig, so I just went with it. I’ve honestly also never particularly liked the 2-mast square rigged ships, they just don’t quite look right to me.

    #10849
    Skelebone
    Participant

    Here’s another ship from Pirates of the Baltic Sea:

    Relevant Keywords: Turuma – When this ship is within 1S of an island, it may rotate 360° around its mid-point. If this ship has lost its masts, it may still move half of its base movement speed, but crew abilities benefiting movement have no effect. Unnamed crew cost 1 less point when aboard this ship. (the wording needs a lot of work)

    Norden

    Ship Type: Galley

    Cost: 12

    Affiliation: Sweden

    Masts: 2

    Cannons: 2S-3S

    Cargo: 4

    Movement: S+S

    Ability: Turuma.

    Flavor Text: One of the first of a new design of galleys built for the Swedish navy.

     

    I’m still a little unsure on the point cost.

    #10850
    Ben
    Keymaster

    @Skelebone: I think a cost of 8 or 9 would work.  None of the abilities within Turuma seem all that expensive, but it could make for a solid small hybrid.

    #10851
    Woelf
    Moderator

    @Skelebone

    Relevant Keywords: Turuma – When this ship is within 1S of an island, it may rotate 360° around its mid-point. If this ship has lost its masts, it may still move half of its base movement speed, but crew abilities benefiting movement have no effect. Unnamed crew cost 1 less point when aboard this ship. (the wording needs a lot of work)

    Is this a free action, or does it replace/modify a normal move action?

    Does the ship rotate on its own axis (essentially a “come about”) or does it rotate around the island?

    If it rotates around the island, does its heading before and/or after the rotation matter? If it matters, does it maintain its current heading relative to the table or relative to the island?

    If it rotates around the island, and there are no restrictions on heading, it would be much simpler to say that if the ship is within S of an island, it may move to any other point within S of the same island, instead of trying to figure out the center point of an irregularly-shaped island.

    #10853
    Skelebone
    Participant

    @Woelf the ability was meant to be similar to schooner. As I said, I need to do some heavy wording changes, as it’s supposed to be the ship’s mid-point.

    #10983
    Ben
    Keymaster

    Introducing: The Loa

    Relevant flavor from Wizkids game pieces:

    DJC Papa Doc: Papa Doc discovered that he can possess both the dead and living, and he has set his gaze upon the purity that is Josephine Godiva. For if he makes her his one hundredth soul, he will have the power to take on the loa themselves.

    RtSS Papa Doc: When Duc de Valois failed to deliver Josephine Godiva, Papa Doc turned all his wrath on France. With news of Godiva in the Polynesian triangle, he has begun stopping ships to find her. His luck is doubled by having her so close to the very altar where he plans to sacrifice her.

    And one of my customs, the Voodoo Priestess: Serving as the primary Cursed connection to The Loa, this creature is not understood by a single sailor.  Her voodoo practices are more than bizarre.  It remains to be seen if she can grow a cult out of her wicked ways…

    Backstory flavor: When Xenthalos met Papa Doc, he was pleased with his sheer cruelty.  Having sacrificed the beautiful Mademoiselle Godiva at the formerly mythical Altar of the Loa, Papa Doc was finally able to communicate directly with the loa.  Sensing the disturbance, Xenthalos rushed his “war chariot” (the Hell’s Brethren) to the Pacific in order to convince Papa Doc to hold back his aggression.  Having brought the Voodoo Priestess with him, Xenthalos combined his powers with her and Papa Doc to not only summon the loa, but form an alliance.

    He did it.  Papa Doc killed Godiva.  And now, just as the greatest war to ever envelop the oceans threatens to break out, The Cursed have summoned the loa, harnessed their power, and are working with them.  O_O  Things are about to go down!!  O_O

    Here they come….

    Baron Kriminel
    Type: Crew
    Faction Affiliation: The Cursed
    Rarity: U
    Point Value: 12
    Ability: Firepot Specialist. Possession. Once per turn roll a d6. On a 6, you may give an enemy ship an action.

    Firepot Specialist: Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the ship’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a 5-6 remove the fire mast; on a 1-2 the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or at a fort, remove all fire masts as a free action.

    Possession: If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess a target crew on that ship. Roll a d6; on a result of 6, the target is immediately assigned to this ship. Its nationality changes to match the nationality of this ship.

    Flavor text: “Baron Kriminel is a much feared spirit or Loa in the Haitian Vodou religion. He is envisioned as the first murderer who has been condemned to death, and is invoked to pronounce swift judgment. A person possessed by Baron Kriminel shouts obscenities, spits libations to all past criminals and threatens to kill surrounding people who violate them. If, during possession, Baron Kriminel is presented with food he does not like, he will threaten to bite chunks out of the arms of the possessed person. He sometimes calls for sacrifices of black chickens to be doused in petrol and set alight. The shrieking of the chickens when being burned alive is said to appeal to the cruel nature of Baron Kriminel and appease him. Baron Kriminel is said to be one of Baron Samedi’s many aspects.”

    Ghede Nibo
    Type: Crew
    Faction Affiliation: The Cursed
    Rarity: U
    Point Value: 17
    Ability: Chieftain (Chevals).  Captain.  Possession.

    Flavor text: “Ghede Nibo is a loa who is leader of the spirits of the dead in Haitian Vodou. Formerly human, Ghede Nibo was a handsome young man who was killed violently. After death, he was adopted as a loa by Baron Samedi and Maman Brigitte.”

    Chevals (Native Canoes)
    Type: Ship
    Faction Affiliation: The Cursed
    Rarity: U
    Point Value: 12
    Number of Masts: 1
    Cargo Space: 0
    Base Move: S+L
    Cannons: 5S
    Ability: Native Canoe.  Whenever any crew is eliminated, roll a d6; on a result of 6, assign the crew to this ship. Its nationality changes to match the nationality of this ship and it becomes linked to this ship. [This ability (not these canoes) ignores the crew restrictions for native canoes.]

    Flavor text: “Chevals (“horses”, possessed devotees) can give voice to the dead spirits whose bodies have not been found or that have not been reclaimed from “below the waters”.”

    For now I’m using Wikipedia text as flavor text for some of the loa, but not all.

    For quite some time, I never thought the loa would see the light of day in a custom set of mine.  I’ve considered making them a sub-faction of The Cursed, but I feel that adds pointless complexity and potential confusion.  Now the time has come for them to arrive.  Feedback welcome of course, but many of these are inevitably going to be some of the weirdest, wildest, and most expensive customs I’ve made.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    This is just the beginning….

    #10984
    Xerecs
    Moderator

    O_O Ho-boy….This is awesome. Might I add:

    “Ehlek”

    Some say that to be attacked by Ehelek is to be witness to the wrath of the Loa.

    as well as:

    “Fiends of the Blood Islands”

    Loa’s Wrath: Do not load this treasure, instead place it face up on this island. For every ship that comes within S of this island roll a d6. On a 1-4 that ship cannot be given actions on her next turn. Loa’s Wrath has no effect on ships that have Loa’s Protection.

    Loa’s Protection: Load this treasure face-up, it cannot be removed from this ship. Loa’s Wrath has no effect on this ship.

     

    I like all these newcomers, the canoes might be my favorite of these here.

    On a flavor level, this might have some implications for stuff that JWDarkhurst and I have been working on.

     

    #10985
    Ben
    Keymaster

    @Xerecs: Indeed, one of the ships in The Hourly Campaign has Loa’s Protection I believe.  Is Ehlek a loa from real life Voodoo or a custom you made that references the loa?

    On a flavor level, this might have some implications for stuff that JWDarkhurst and I have been working on.

    Ooo nice, looking forward to it.  I have missed this thread a bit the past month. I’m hoping to do at least one custom a day for the next 2 weeks, likely frontloaded with more over the next week or so.

    Introducing: the Agwe Family

    Agassou
    Type: Ship
    Faction Affiliation: The Cursed
    Rarity: SE
    Point Value: 26
    Number of Masts: 4
    Cargo Space: 1
    Base Move: L
    Cannons: 4S-3L-3L-4S
    Ability: Titan. Extended Range. Two hits from the same shoot action are required to eliminate one of this creature’s segments.
    Link: Crew with “Agwe” in name

    Flavor text: “Agassou, Papa Agwe’s First Lieutenant, shown in the form of a crab.”

    Here, the Extended Range is the “spear” of the crab’s claws, while the 2 hits/mast is the shield.

    Met Agwe
    Type: Crew
    Faction Affiliation: The Cursed
    Rarity: R
    Point Value: 11
    Ability: Once per turn, you may choose the fog exit location of one ship in your fleet. Once per turn, roll a d6. On a 5, you may give any ship in your fleet +S to its base move this turn. On a 6, you may give any ship in your fleet +L to its base move this turn. If this ship has a Unique Treasure with the ability of Homing Beacon or Jack’s Compass, this ship may reuse that Unique Treasure. (just like Nemo’s Plans)

    Flavor text: “Met Agwe is the Loa of direction. His territory is the winds and the currents, waves and depths of the oceans. He helps sailors find their bearings when lost at sea. He provides inspiration and guidance whenever an individual needs them in times of turmoil, loss, or indecision. He lives in a glorious palace under the seas. Patron of sailors, sea travelers and pirates. (“Master Agwe”)”

    Immamou
    Type: Ship
    Faction Affiliation: The Cursed
    Rarity: U
    Point Value: 8
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S
    Cannons: 5L-3S-4L
    Ability: Whenever any crew is eliminated, roll a d6; on a result of 6, assign the crew to this ship. Its nationality changes to match the nationality of this ship and it becomes linked to this ship.
    Link: Agwe Arroyo

    Flavor text: The Immamou is the ship that carries the dead to Guinee – the afterlife.

    Agwe Arroyo
    Type: Crew
    Faction Affiliation: The Cursed
    Rarity: C
    Point Value: 3
    Ability: Reroll.
    Link: Immamou

    Flavor text: “Agwe Arroyo or Agwe Tawoyo / Agwe ‘Woyo (“Agwe of the Streams”) is captain of Immamou, the ship that carries the dead to Guinee, the afterlife. He cries salt-water tears for the departed. He assisted the souls of those that suffered crimes against humanity during the trans-atlantic slave trade.”

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    #10986
    Xerecs
    Moderator

    “a7xfanben”

    Is Ehlek a loa from real life Voodoo or a custom you made that references the loa?

    He just references them, I didn’t look up actual Loa to turn into customs when I made him. He and the other Barraki are based on these guys.

     

    These are some nice looking ones again. Met Agwe could see use in CG4 or THC, I’d probably try and get his ability to apply to the Guichuan, or use his first ability in conjunction with a fog-hopper….

    #10987
    Ben
    Keymaster

    Might as well finish the Agwe Family today. As usual, basing things pretty much entirely on the flavor text.

    Agwe Flambeau
    Type: Crew
    Faction Affiliation: The Cursed
    Rarity: R
    Point Value: 8
    Ability: Eternal. Once per turn you may give this ship +1 or -1 to a terrain roll. Once per turn, you may eliminate one of this ship’s crew to force an opponent to reroll a die or dice roll. This ship gets +3 to her storm rolls. If this ship rolls a 6 in a storm, eliminate that storm.

    Flavor text: “Agwe Flambeau (“Agwe of the Torch”) is from a realm of boiling water, like a hot springs or an underwater volcanic eruption. He is appealed to give rivals bad luck in fishing or sailing. He is also invoked to avoid or remove bad luck at sea, to avoid sinking or drowning, or to stop or prevent rough seas and bad storms.”

    Oya-Iansan
    Type: Crew
    Faction Affiliation: The Cursed
    Rarity: U
    Point Value: 9
    Ability: Helmsman. Cannoneer. Once per turn you may move one iceberg or storm S in any direction.

    Flavor text: “The loa of strong winds and stormy weather. She is also a Petro warrior loa as Ogou Yamsan – one of the Ogoun Family – a riotous sailor or marine who revels in stormy sailing and war at sea.”

    Papa Agwe
    Type: Crew
    Faction Affiliation: The Cursed
    Rarity: C
    Point Value: 3
    Ability: This ship gets +1 to her boarding rolls. Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.

    Flavor text: “Papa Agwe is envisioned as a handsome African man with green eyes, sometimes lighter skin, often wearing a naval officer’s or sailor’s uniform. He is considered to be a gentleman who commands respect and embodies several ideals of masculinity including bravery, reserve and provision.”

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    #10990
    Xerecs
    Moderator

    Those are some interesting combinations of abilities. The forced re-roll of Agwe Flambeau feels like some combination of the Rune UT’s and the Altar of the Loa UT.

    #10991
    Ben
    Keymaster

    The forced re-roll of Agwe Flambeau feels like some combination of the Rune UT’s and the Altar of the Loa UT.

    It was actually directly inspired by Potions and Brews.  I wanted to make a non-d6 trigger such as sac so it wouldn’t require a 6.  (opponent rolls a d6, you try to roll a d6 to force a reroll, then opponent rerolls just feels like too many rolls for the situation)

    #10992
    Woelf
    Moderator

    Agwe Flambeau

    This ship gets +3 to her storm rolls. If this ship rolls a 6 in a storm, eliminate that storm.

    Do you remove the storm only on a natural 6, or will a modified 6 do it too?

    Oya-Iansan

    Ability: Helmsman. Cannoneer. Once per turn you may move one iceberg or storm S in any direction.

    Is that once during her turn, or once during every player’s turn?

    The price seems a little steep if it’s only during hers, because they’re relatively easy for other players to avoid. If it’s every player’s turn, that could get really ugly in a game with a lot of players, and the 4-5 points it costs wouldn’t be nearly enough.

    #10994
    Ben
    Keymaster

    Do you remove the storm only on a natural 6, or will a modified 6 do it too?

    Modified works too.  I’ve never liked the “natural” distinction – I always prefer to apply bonuses.  I also always interpret modified to work as the default – if natural or unmodified isn’t in the ability text, it shouldn’t require that restriction in order to work.

    Is that once during her turn, or once during every player’s turn?

    Only on the owner’s turn – I’ll change it to “Once during each of your turns you may move one iceberg or storm S in any direction.”

    Ayida-Weddo
    Type: Ship
    Faction Affiliation: The Cursed
    Rarity: SE
    Point Value: 18
    Number of Masts: 4
    Cargo Space: 3
    Base Move: S+S
    Cannons: 2L-3L-3L-2L
    Ability: Sea Monster.  If an enemy ship misses this ship with a 1, eliminate that mast from the enemy ship.  Once per turn when this ship is given a shoot action, one of her cannons can shoot a fire shot. Declare which cannon will shoot the fire shot before rolling a d6. If it hits, the target’s controller replaces one of her masts with a fire mast.

    Flavor text: Don’t let the “Rainbow Serpent” fool you with her pretty scales… this creature is more than capable of dishing out a devastating barrage of lightning and fire attacks.

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